BUDMEN EDUCATION

Game Tower

When students design games about ethics, thousands play their answers.

QUESTION NO. EDU-2024-05

WHAT COULD VIDEO GAMES TEACH STUDENTS ABOUT ETHICS AND DECISION-MAKING?

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What could video games teach students about ethics and decision-making?
This question became Game Tower.
A modular, 4-sided video game console—completely fabricated by students themselves. The games inside, designed by students. The interfaces and electronics, designed and built by students.
Two seasons. Eight original games. Over 4,500 people invited to play.

The Tower

Designed by Stephanie and Isaac, the Game Tower is a unique concept: a modular, 4-sided video game console that serves as both the platform and the showcase.

Each side features one student-designed game. Four games. Four unique ethical explorations. One shared experience.

The 4-sided modular Game Tower console design

SEASON 1

The Butterfly Effect and Unintended Consequences
How can video games teach the community about the butterfly effect and unintended consequences?
We started Season 1 with this question: How could we teach the impact of current actions on the future through video game design?
Through deep investigation of the butterfly effect, students were asked to come up with concepts. Each student came up with an original concept for a video game and pitched it to the group.
From there, the group chose four games they wanted to develop together.
The first four games were all based on the butterfly effect: Every decision players made had intended and unintended consequences.

Real-World Problems

Students were prompted to teach about real-world problems through their games.
They chose topics like:
Climate change
Deforestation
AI and the future of jobs
Drought and resource control
These weren't assigned. These were the topics students chose to explore.
Every decision had ripples. Every choice had consequences.
The students designed the games as role-playing games.
At the Syracuse Maker Faire, over 2,000 guests played the students' Season 1 games.

SEASON 2

AI Ethics and Moral Decision-Making

Are we shaping the code or is the code shaping us?

In Season 2, Stephanie and Isaac prompted students with a new question—an investigation of ethics in the era of AI.
We started with the example of the trolley problem.
When an AI has to make the decision in a trolley problem, who's making the decision? Is it the developer? Is it a team of developers? Is it the company? The courts?
Who's responsible?

The Investigation

Students latched onto this topic.
In their investigation and brainstorming, questions bubbled up about:
AI in hospitals and healthcare
AI and algorithms in social media
AI and moral obligation to give unbiased answers
AI in space travel
Touching on themes of trust, authenticity, security, and morality.
What happens when morality and reputation conflict?
The four games they developed allowed players to take on the role of AI, balancing your reputation and your morality.
Answer with too much morality, and users might rank you as having a bad reputation. And maybe, you'll get shut down by the company.

The Surgeon's First Day

In one game, users were invited to play as a surgeon starting their first day at a new hospital. The director tells you to listen to the brand new AI assistant.

At first, the AI's advice lines up with your medical judgment.

But pretty soon, it seems like the AI is suggesting hospital profitability over patient care.

What will you do?

Will you do what the AI says, or will you trust your Hippocratic oath and risk getting fired?

Medical Mishaps: its the Surgeons first day. Do they take advice from the AI?
The games didn't give easy answers. They forced players to feel the weight of ethical decisions.
Four games—completely designed by students.
Over 2,500 visitors played the video games from Season 2 at the Syracuse Maker Faire.

The Tower

Two seasons. Eight games. Over 4,500 people playing student-created experiences.

Students didn't just learn about ethics and decision-making. They taught thousands of people about it—through games they conceived, designed, coded, and built.

The 4-sided modular Game Tower console design
When students ask ethical questions, thousands of people play their answers.
When students design games that matter, thousands learn.
4,500+
People Played Student-Designed Games
2
Seasons
8
Original Games
4
Sided Console
30+
Student Designers
2,000+
Season 1 Players
2,500+
Season 2 Players
Student-Built
Complete Fabrication

Technical Details

Console Specifications

  • Design: Modular 4-sided tower
  • Designers: Stephanie and Isaac Budmen
  • Fabrication: Completely by students
  • Sides: 4 (one game per side)
  • Modular: Swappable games between seasons

Season 1: Butterfly Effect

  • Theme: Unintended consequences
  • Games: 4 role-playing games
  • Topics: Climate, deforestation, AI/jobs, drought, resources
  • Debut: Syracuse Maker Faire
  • Players: 2,000+ visitors

Season 2: AI Ethics

  • Theme: AI moral decision-making
  • Games: 4 games (play as AI)
  • Topics: Healthcare, social media, bias, space travel
  • Mechanics: Reputation vs. morality balance
  • Players: 2,500+ visitors

Student Outcomes

30+ high school students across two seasons designed, coded, and fabricated eight original video games exploring complex ethical questions. Students pitched concepts, collaborated on development, and presented their work to over 4,500 visitors at the Syracuse Maker Fair.

Project Data
Project Name Game Tower
Years 2023-2024 (two seasons)
Partner Syracuse Maker Faire, Le Moyne College, ERIE21, Keenan Center, Syracuse City School District
Location Syracuse, NY
Seasons 2 (8 games total)
Participants 30+ high school students
Scope Student-designed ethics video games
Console 4-sided modular tower, student-fabricated
Season 1 Theme Butterfly effect and unintended consequences
Season 2 Theme AI ethics and moral decision-making
Total Players 4,500+ Syracuse Maker Faire visitors
Game Topics Climate, AI, healthcare ethics, social media algorithms, resource control
CDM Principles Real World Outcomes, Authentic Curiosity, Unknown to Known, Everyone Has Something to Teach

What happens when you give students the tools to teach thousands of people about ethics?

Collaborators

Syracuse Maker Faire Syracuse City Schools Isaac Budmen Stephanie Budmen

Tags

education game design ethics AI ethics student fabrication real-world learning